Poison Runner (5e Class)
Poison Runner
<!-Introduction Leader->
Creating a Poison Runner
- Quick Build
You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Poison Runner you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Poison Runner level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Poison Runner level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, Martial weapons
Tools: Poisoner's Kit, Alchemist's Supplies
Saving Throws: Constitution, Intelligence
Skills: Choose 2 from, Athletics, Sleight of Hand, Arcana, Investigation, Nature, Medicine, Deception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Ring Mail or (b) Chain Mail or (c) Splint
- (a) Longsword or (b) Morningstar or (c) Flail
- (a) Hand Crossbow with 20 bolts or (b) 2 Dagger or (c) 2 Handaxes
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- If you are using starting wealth, you have If you are using starting wealth, you have 5d4*10GP in funds. in funds.
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Poison Pool, Poison Trail |
2nd | +2 | <!-Class Feature2-> |
3rd | +2 | <!-Class Feature3-> |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | — |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
Poison Pool
You draw from a large pool of poison in a tank located on your person. At level one you have 5 poison points, you gain 5 additional points every time you level up to a maximum of 100. You cannot exceed the maximum amount of poison points for your level. You regain all spent poison points when you finish a long rest. Additionally, you gain resistance to poison damage.
Poison Trail
As a bonus action you can spend X poison points to being leaving a trail of deadly poison behind you for 5 minutes. When you move, the poison fills a 15 foot sphere every 5 feet behind you along the path you traveled . The poison trail lingers for 1 minutes. Creatures that enter the trail take 1d4 poison damage, creatures that being their turn within the trail take 1d4 poison damage. As a bonus action you may deactivate this feature early.
- <!-Use semi-colons for subheaders->
<!-Subclass Feature->
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
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<!-Class Option 2->
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- <!-Class Feature->
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Spell List
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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